Home || Events || About the Game || Stores || Extras || Community Forum  
 

Lunaphin

Illus. by Elsa Kroese

Description
This race of people looks like a human in every aspect, except for their skin, which is completely covered with runic looking tribal symbols. Their skin is deep black, except for the strange markings on their body, which are pale white.

Origin
The majority of the lunaphins have taken residence on an island off the eastern coast of Antaklani known as the Isle of Bones. Their cities are very primitive, consisting of mostly tents and huts. Lunaphins live off of the land, and their way of life consists of mystical rituals. There are many small tribes scattered about the island that keep to themselves, but the largest tribe, located in the city of Borisha, has governing rights over them all.

The island that the lunaphins have inhabited was once home to an ancient culture of powerful mages where magic made the rule of the day. This long forgotten civilization has many hidden caves throughout the Isle of Bones and the lunaphins have only found and explored a few of them. The small tribes now use the wondrous magical items that have been found in this region, and this makes them a force to be reckoned with. A lot of the mystical secrets of these ancient artifacts have yet to be revealed by the lunaphins though. In truth, very few people in the world even have knowledge of this ancient society and the magic contained on this island. Intruders are usually not welcome on the Isle of Bones in fear that they are only there to steal these artifacts, and those not invited will possibly deal with a hostile greeting.

History
Lunaphins were born from humans, but nobody knows why or how they were born this way. It is rare for this to happen, but when it does the mother is frowned upon (as if it is her fault somehow). After they have been raised past infancy and into childhood, they are usually sent away from home and must fend for themselves. If they are not sent away, they will usually end up leaving on their own to escape a life of humility and torment.

Beliefs
Most lunaphins put their faith towards Lunix, the God of the Moons, because they feel an inner closeness to Him. They will also believe in other Gods and live by some of their teachings, but none more so than Lunix.

Habits
Lunaphins tend to be a quiet race of people unless they happen to find another of their race, which they seek out with great effort while in the world outside of the Isle of Bones. They are calm and not very violent, but will attack others that threaten their existence. If they ever find a mate, they will be loyal to him or her for life, even after that person dies.

These people are very superstitious and most have strange little rituals they must complete before doing even mundane tasks. Sometimes these strange rituals are to consult the Gods so that their way is clear, and other times it is to prepare their body, mind, and soul for what is to come. Rituals usually consist of isolation and meditation, or casting bones into a bowl of water and deciphering the way they fell.

Abilities
These characters have the ability to telepathically communicate with wolves, and are always trusted by them. It is very common for a lunaphin to have a wolf as a pet, preferably called a companion, but this does not happen until the character becomes more respected (10th level or higher). The wolf will not constantly be at the character’s side, and only fights when the need arises.

When out in the wilderness, these characters can find one calissini plant per day (3 doses of ingredients for potion making) if a PRC check is made when attempting to locate them. This plant is well known for its healing properties in alchemical formulae. They also have the ability to use these plants as a healing substance without the need to make it into a healing potion, and one dose restores 5 HP. This may be used on other targets, but must be applied by the lunaphin character.

During the full moon, as well as the 2 days before and 2 days after, the tribal symbols on the character will begin to glow faintly (-50 on STL unless all of them are covered). This allows the character to transform into a wolf at will (+3 Movement, +30 PRC, +20 STL, -35 TRU, and character’s possessions become part of the body). The character can also repel or attract other wolves at will during this time if a +35 TRU check is made. Usually 1-4 wolves are attracted with this ability.

 
Burlok
Centaur
Darkyn
Draxar
Dwarf
Elf
Goblin
Guunthar
Half-Elf
Human
Lunaphin
Minotaur
Mysticyte
Ork
Rahn Shi
Sephorian
Sorplin

back to races >>
 

© 2002, 2008. Dark Kingdoms is a product of Arcanum Syndicate
All Rights Reserved
1981 Pine Needle Tr. Kissimmee, FL 34746
(407) 518-5060